#bitfighter IRC Log

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IRC Log for 2012-09-15

Timestamps are in GMT/BST.

00:04:52raptor has joined
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00:42:47Little_Applehelloo
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01:43:54Little_Applehelloo
01:44:00raptorhi
01:44:13Little_Applewhatcha doin?
01:44:21raptorfalling asleep at the keyboard
01:44:32Little_Appleah. may i bother you?
01:44:37raptorok
01:44:44raptorthe answer is false
01:44:48raptorno.. B
01:45:13Little_Applewould you know of any good beginning lua tutorials?
01:45:42raptorare you thinking specifically about bitfighter's Lua?
01:46:43Little_Appleno, just lua in general
01:46:58Little_Applelike for an original game
01:47:23raptorI'd start here: http://luatut.com
01:48:12Little_Appleis that an introduction to programming with lua or just the language?
01:49:11raptorlooks like just Lua stuff, taught simply
01:49:17Little_Appleok...
01:49:23raptorsome idea of how programming works is always useful
01:49:46Little_Appleso its a tutorial for people with no prior programming knowledge?
01:49:54raptorI don't think so
01:50:03Little_Appleok
01:50:07raptori think it expects some minimum programming knowledge
01:50:16Little_Applek
01:50:17raptoractually
01:50:20raptorit's pretty basic
01:50:31raptorthe first lesson even tells you what a 'for' loop is
01:50:41Little_Appleer..
01:51:05Little_Appleyea id need an extreme programming basics tutorial.
01:54:20Little_Appleany basic crash course game tutorials?
01:54:34raptoroh yikes - i'm sure there are
01:54:54Little_Appleok..
01:55:00Little_Applei should look into it more.
01:55:05Little_Appleand put much more effort into it.
01:55:06raptorgame programming can go very in-depth, though
01:55:16Little_Appleyep
01:55:24raptorlike if you really want to learn to be a good programmer, do a game :)
01:55:37raptorbecause it requires so many varied skills
01:55:45Little_Appleid probably make some terrible 2d tf2 rip off
01:55:57raptorheh
01:56:09Little_Applebut then again i have some ideas that arent completely stolen
01:57:12Little_Appleid also like to help with bitfighter development if i ever do learn c++ or lua. well.
01:57:43sam686there are several kinds of programming language... Bitfighter uses C++ compiling and LUA script, there is java which usually automatically works on multiple platforms (most java programs runs on both windows / linux / mac)
01:59:23Little_Applejava is better as coffee
02:00:04raptorcoffee = gross *hack*hack*
02:00:16sam686C++ often have the best runtime speed and smaller RAM usage (but sometimes very slow compiling if programs gets very big due to huge number of C++ headers to include)
02:00:23Little_Applecoffee is amazing
02:00:35raptoran amazing drug when you first start it yes
02:00:41Little_Applelol
02:01:04raptorthen when you're 30 - 40, you see your coworkers are hooked on it and have withdrawals
02:01:15Little_Applelua doesnt need to compile woo
02:01:54Little_Appleaaand gtg. byee
02:01:58Little_Apple Quit (Quit: Page closed)
02:02:32raptorsam686: do you still get stack overflow errors when launching anything Lua?
02:02:36raptorbots/ levelgne
02:02:40raptor*levelgen
02:03:00sam686script can be slower then compiled binary..
02:03:18sam686checking latest changes in bitfighter 018
02:11:10kaen Quit (Ping timeout: 265 seconds)
02:14:03sam686got to fix LUA somehow, maybe check whick revision broke LUA..
02:14:44raptori'm taking a short break, i'll be back later
02:14:52sam686ok
02:14:57raptormaybe in 2 hours or so.
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03:45:04BFLogBot - Commit 07b05be8293c | Author: sam8641 | Log: Fix LUA stack overflow, logprint recursively calls itself?
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04:18:49raptorare we in th emiddle of a net split?
04:20:12sam686ChanServ [ChanServ@services.] has quit IRC: NETSPLIT *.net *.split
04:20:28sam686maybe only the chanserv / nickserv got split, i guess
04:21:08sam686oh by the way, the LUA's stack overflow is fixed (update and copy resource/script to exe
04:21:13raptorok
04:40:12raptornight
04:40:26raptor Quit ()
06:02:31-mrmist- [Global Notice] - Hi everyone. As you may have noticed our services (nickserv, chanserv etc.) have broken again. We're busy running around like headless chickens to get them back for you. freenode staff are around to help if there are emergency channel situations. Thanks for flying freenode!
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16:27:38raptorlooks like there are two crashes with Lua on Mac
16:28:11raptorthis one happens on start-up if there is a scriptdir with scripts in it (or robots): http://pastie.org/pastes/4726069
17:05:21sam686 has joined
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17:48:16raptorhi sam686
17:48:22raptorany idea with this?: pastie.org/pastes/4726069
17:48:58sam686hi, unclickable link (missing http:
17:49:50raptorhttp://pastie.org/pastes/4726069
17:49:53raptorhuh
17:49:55raptorweird
17:49:56sam686which levelgen or robot is it?
17:50:03raptorstart-up on mac
17:50:58raptorif i don't specify a scriptdir or robotdir (or rootdatadir with those as sub-directories) on start-up, then it doesn't crash
17:51:43sam686is the scriptdir up to date? (from resource/script)
17:52:06raptori'll check again...
17:52:20raptorbut the mac build always copies over it anew
17:52:30raptori'll do a manual copy
17:54:18raptorhuh - i just removed all resources, and it still crashes
17:58:03raptorwait
17:58:05raptorargh
17:58:14raptorit didn't update the scripts directory...
18:00:18raptornope, still crashes
18:00:41raptorI just manually copied all scripts and it still failes
18:00:43raptor*fails
18:01:11sam686not sure whats going on
18:01:48raptormaybe bad characters in the #define?
18:03:37raptorthe crash on exit is just as weird: http://pastie.org/pastes/4717789
18:03:43sam686can you add a printf("%s %i\n", ename, evalue); on LuaScriptRunner.cpp line 864? (in the middle in while loop)
18:03:53raptorsure
18:04:34sam686then, what does the back trace say?
18:06:02raptorPhaser 0
18:06:03raptorBouncer 1
18:06:05raptorTriple 2
18:06:13raptorBurst 3
18:06:13raptorHeatSeeker 4
18:06:13raptorMine 5
18:06:13raptorTurret 6
18:06:13raptorSpyBug 7
18:07:40sam686did it fail again like usual? different backtrace? (might be printf crash if bad ename variable)
18:08:03raptorsame backtrace
18:09:44sam686not sure, maybe it might be a streamstring bug
18:09:50sam686instead of code << ename << "=" << evalue << ",";
18:10:34sam686try: code << ename; code << "="; code << evalue; code << ","; (new line after each ; )
18:10:45raptorok
18:11:55sam686by putting on each seperate line, it makes it easier to see which one is causing the problem..
18:12:07raptorsame trace (except on line 866 now)
18:12:17sam686which line is that?
18:12:43raptorthe code << ename; code << "=";
18:12:49raptorthe '='
18:13:07sam686so, it is having a problem with code << "="?
18:13:21raptoroh oops, forgot to split those up
18:14:14raptornope: code << ename;
18:14:16raptoris the problem
18:14:46LordDVG has joined
18:14:53sam686maybe the char* pointer suddenly goes bad..
18:15:00sam686try code << string(ename);
18:15:49raptorit works!
18:15:54raptorodd
18:17:09sam686so it was probably a problem with "char *" part... a pointer that points to.. someplace the code didn't own which might have conflict with something..
18:17:21raptorlooks like it
18:18:20raptorwait
18:18:22raptorno
18:18:23raptorit failed
18:18:36raptorah... it worked the first time because i forgot to pass the rootdatadir
18:18:47raptorso no, that string(ename) didn't fix it :(
18:18:52sam686on line 853, change it to string ename;
18:19:08sam686on line 861, change it to while((ename = string(va_arg(args, char*))) != 0)
18:19:17raptorok
18:19:44sam686and you can get rid of string() part inside while loop
18:20:54raptorgot no match for operator != errror
18:22:40sam686oh, try while((ename = va_arg(args, char*)).c_str() != 0)
18:22:46sam686I got that to compile
18:23:06sam686or it may cause problems..
18:23:15bobdaduck has joined
18:23:30bobdaduckSo when we release 018 will it have full music?
18:23:34sam686oops, now it is craching on mine...
18:23:48bobdaduckFar as I know 017 only has the one song.
18:23:58bobdaduckI went and downloaded _K's music pack but I don't think anyone else has it.
18:24:04bobdaduckALSO SUP.
18:24:09raptorcrash sam686
18:24:11raptorhi bobdaduck
18:24:15raptoruhh music...
18:24:18raptorwell...
18:24:36raptori think that's watusimoto's department...
18:24:46raptorand i think he is hating the music we added already
18:24:54bobdaducklol
18:25:01raptor(the song in 017 and the menu music)
18:25:19bobdaduckWell, with the pack I downloaded from _k it actually seems to work pretty well.
18:25:23raptorsam686: crash on the 'while...' part
18:25:26bobdaduckSince it has, well, like, variety.
18:25:30raptorhaha
18:25:37sam686I have an idea to fix, http://sam686.maxhushahn.com/upload/text1209/120915_13-09-29.txt
18:26:10raptorok...
18:26:10sam686oops, add a ename in while((ename = va_arg(args, char*)) != 0)
18:26:26raptorok
18:26:30bobdaduckWhatcha doin?
18:26:57raptormac is crashy again :-/
18:27:06sam686mostly, trying to fix a problem
18:27:09raptorand i'm technically the mac developer...
18:27:18raptorand I want someone else to be it
18:27:27bobdaduckHave you tried kicking the tires?
18:27:36bobdaduckHm, I haven't been source diving in forever...
18:27:41bobdaduckforgot how to get it xD
18:27:48raptoris that some euphemism for something of which i am unaware?
18:28:10raptorbobdaduck: are you on a mac?
18:28:14bobdaduckWell in the movies if a car breaks down they kick the tires and it starts rolling...
18:28:18bobdaduckno, unfortunately
18:28:33raptorah yes
18:28:45raptor considers not being on a mac fortunate
18:29:03bobdaducklol
18:29:28raptorsam686: crash on 863, the line with string ename_string
18:29:36raptori think this is a wild goose chase?
18:31:44sam686change line 863 to char ename_string[100]; strncpy(ename_string, ename, sizeof(ename_string));
18:35:11raptorsame trace
18:35:18raptori'm going to try something crazy
18:37:42raptorbobdaduck: on windows system, then?
18:42:58raptori wonder if its a line-ending problem with the preprocessor definitions
18:43:12raptorprobably not - but at least i'll rule it out
18:43:44raptorit could also be a stringstream problem - maybe we shouldn't use them (aren't they slow??)
18:44:15raptorok, not a line-ending problem :(
18:48:35bobdaduckyeah
18:48:37bobdaduckwindows
19:02:15sam686raptor, try this, http://sam686.maxhushahn.com/upload/text1209/120915_14-09-54.txt no stringstream in it
19:02:39raptorok
19:03:47raptorcrash, same place
19:03:51raptorin the loop with ename
19:03:59raptori'm thinking it has to do with va_list
19:04:11raptormaybe the args aren't passed with a trailing NULL?
19:08:50sam686or maybe it thinks it is a 32-bit integer zero instead of (char *)NULL (in line 916 LuaScriptRunner)
19:09:02sam686especially if running on 64-bit compiler (64 bit pointers)
19:09:11raptorhmm, yes, that may be
19:13:49sam686does using (char*)0 or (char*)NULL fix the problem? (in line 916 LuaScriptRunner)
19:14:12sam686down a few lines of add_enum_to_lua( L, "Weapons",
19:14:38raptoroh my goodness that fixed it
19:14:46raptorall i did was change 0 to NULL
19:15:54raptorthat was bonkers
19:15:56raptorpushed
19:16:51BFLogBot - Commit c7a1c9561ec3 | Author: buckyballreaction | Log: Fix crazy Mac crash on start-up. Should always use NULL instead of 0 when va_list is involved
19:17:24sam686there is one problem with using just NULL, i see "#define NULL 0" in a visual c++ 2008's stdlib.h
19:18:15raptorwonderful
19:18:39raptorso maybe it's a compiler problem? the mac gcc isn't smart...
19:18:43raptor?
19:19:24sam686gcc might be different on its headers, i think
19:19:28raptori'm going to make sure it works on 32bit
19:19:36raptorso does that commit break you?
19:20:00sam686no, because we already only do 32-bit for windows
19:20:21sam686but that might break 64-bit compiling with visual C++
19:20:25sam686on windows
19:20:29raptori bet it should work
19:20:32raptoron 64bit
19:24:33raptoroh good 32bit mac still works
19:24:37raptorok, what a dumb fix
19:25:49raptorhey bobdaduck, interesting in beta testing 018 for us? :)
19:26:18raptori can probably get you a windows build in a few min
19:36:15raptorbobdaduck, if you're interested. let us know and we can play with you a bit: http://sam686.maxhushahn.com/upload/1bitfighter-018-beta.zip
19:36:28raptorsam686: we should probably start an 018 new features list in main.cpp?
19:36:54sam686ok..
19:38:02raptorwe can do it here: http://beta.etherpad.org/p/018_new_stuff
19:45:17sam686So I was mostly right to say (char*)NULL or (char*)0, because sizeof(NULL) on all 64-bit compiling is not always 8 bytes http://stackoverflow.com/questions/1674150/null-definition-problem-on-64-bit-system
19:46:00sam686problem is, compiler don't know what specific type to add in when a function have (...)
19:46:51raptorah, so i should change the code again to be specific? (char*)NULL?
19:46:56raptorin both places?
19:47:29sam686don't need to when comparing, as compiler knows to convert the size
19:48:11sam686bit it might need to in places the compiler don't know what size to input, such as printf or our add_enum_to_lua
19:48:20raptoryes, that's what i mean
19:48:26raptorin add_enum_to_lua
19:48:44sam686yes in add_enum_to_lua arguments input, no when comparing or setting a variable
19:48:55raptormaybe (const char*)NULL
19:49:23sam686you can try, const don't make a difference on size
19:53:30bobdaducksorry
19:53:35bobdaduckwas playing a game of league xD
19:53:40bobdaduckyeah sure
19:53:44bobdaduckbeta 18 sounds fun
19:54:08raptorwant to play now? (I can host for a bit..)
19:54:09bobdaduckfile isn't downloading though?
19:54:15raptorhmmm
19:54:33raptorjust started for me..
19:54:36bobdaduckgoes to about:blank and loads forever
19:54:56raptorweird
19:55:04raptorsam686 is your server OK?
19:55:56bobdaduckif I remove the extention at upload it loads something
19:56:02bobdaducknot anything useful, just a splash screen
19:56:06bobdaduckbut still loads.
19:56:52raptorhmmm...
19:57:03raptorsam686, does your apache need to be restarted?
19:58:59bobdaduckHE'S DEADDD
19:59:08raptorok, i'll provide a different download...
19:59:34sam686restarted apache, if thats the problem
19:59:35raptorhave to restart my windows VM again
19:59:43raptorit works!
19:59:47raptorbobdaduck: try again
19:59:51bobdaduckstill just loading
19:59:57raptorclean cache
19:59:57sam686as you even access http://sam686.maxhushahn.com/ ?
20:00:07raptoropen in new tab/page
20:00:15bobdaducknope, its not working there either anymore
20:00:24sam686does http://208.107.12.78/ work?
20:00:59bobdaducknope.
20:01:06bobdaduckand it works for raptor?
20:01:18raptoryes
20:01:28bobdaduckits giving me a "connection reset" error.
20:01:52bobdaduckcleared cache, still nothgin.
20:01:58BFLogBot - Commit bde18576ca08 | Author: sam8641 | Log: Tell cimpiler the size of NULL what we inputting, sizeof(NULL) not always the same as sizeof(void*)
20:02:01raptorok, i'll pu telsewhere...
20:02:06bobdaduckcouldn't you just send me the zip as an attachment on the bf forums?
20:02:19raptorit's too big for forum attachments
20:02:31sam686i don't know, bobdaduck seem to unable to access my server not at all...
20:02:37bobdaduckyeah
20:02:49raptoralmost done...
20:03:05bobdaduckI'm pinging all three and geting nothing (IP, server, and the upload itself)
20:03:06raptorok bobdaduck: ftp://ftp.novell.com/outgoing/1bitfighter-018-beta.zip
20:03:23bobdaduckworked.
20:04:07raptorit's a debug version, so just run the bitfighter_d.exe from the folder
20:04:26bobdaduckright
20:05:09raptorok sam686 join me?
20:05:18raptor(sorry i forgot to commit that change, and thanks for doing it)
20:09:41Watusimoto has joined
20:12:35sam686test for bobdaduck, does http://208.107.12.78/ work now?
20:32:25bobdaduckyeah
20:32:51sam686must have just been my dumb firewall with incorrect settings..
20:33:16raptor***LEVELGEN ERROR*** Error encountered while attempting to run script's main() function: Could not validate params for function LuaScriptRunner::subscribe(). Expected one of the following:
20:33:17raptor Robot Object, Event
20:33:19raptor Levelgen Script, Event. Aborting script
20:34:12raptorhttp://pastie.org/4727206
20:34:15raptor^^ is the script
20:42:12Watusimotothat script should work
20:42:18raptorhi Watusimoto
20:42:21Watusimotohi
20:42:21raptoryou've arrived!
20:42:25Watusimotosort of
20:42:33Watusimotojust woke up from after dinner nap
20:42:59bobdaduckgoodmorning
20:43:00raptorwe're testing with bobdaduck on my server right now
20:43:03raptormorning
20:43:14Watusimotooh, I see the issue, maybe
20:43:24raptori wanted to show him the scipt
20:43:38Watusimotosubscribe was at one time called with robot:subscribe(event)
20:43:41Watusimotothat ":"
20:43:54Watusimotois really a short cut for robot.subscribe(robot, event)
20:44:25Watusimotoso to clarify, robot:subscribe() is exactly equivalent to robot.subscribe(robot)
20:44:37Watusimotothink of the "." as a static method call
20:44:55Watusimotoso before we go further, is that clear?
20:45:15raptori don't know what i need to change to make it work...
20:46:16raptorso i need to have some object at the start?
20:46:23raptorlevelgen.subscribe()?
20:46:38Watusimotobefore I speuclate on that, I want to make sure you understand how the lua suytax works in this case because, in my opinion, it is confusing as hell
20:46:41WatusimotoThe colon syntax is used for defining methods, that is, functions that have an implicit extra parameter self. Thus, the statement
20:46:41Watusimoto function t.a.b.c:f (params) body end
20:46:41Watusimotois syntactic sugar for
20:46:41Watusimoto t.a.b.c.f = function (self, params) body end
20:46:48Watusimotothis from the lua reference manual
20:46:57raptorthat makes sense
20:47:03Watusimotonot to me :-)\
20:47:04raptoryes, i understand
20:47:17Watusimotoso anyway, in the past, we always called subscribe like this:
20:47:23Watusimotorobot:subscribe(event)
20:47:30raptorsyntactic sugar
20:47:41Watusimotoin the code you posted, it is just subscribe(event)
20:48:00Watusimotoand lua is complaining because it doesn't know who is subscribing
20:48:46Watusimotonow, I don't remember where I was in the whole refactor bit, because it's been over a month since I looked at this code, but my intention was to make the new syntax be just "subscribe(event)"
20:49:14Watusimotoand then, depending on context, convert that to (in this case) levelgen:subscribe(event)
20:49:32Watusimotoso my guess is either I haven't done that yet, or I did it and it doesn't work
20:49:41Watusimotoor I did it and it worked and then I broke it
20:50:02Watusimotoso the (short term) fix is try subscribe(levelgen, event) or levelgen:subscribe(event)
20:50:22Watusimotothough it is my intent that the code, as written, will work
20:50:30Watusimotoit just, apparently, doesn't
20:50:43Watusimotonow let me check something
20:51:38raptorheh, ok bobdaduck, i guess that concludes my hosting
20:51:46sam686LUA crash?
20:51:49raptoryes
20:51:59raptorlevelgen:subscribe(event) doesn't work
20:52:15raptorbut subscribe(levelgen, event) crashes bitfighter
20:52:27Watusimotoin levelgen_helper_functions I see this code:
20:52:28Watusimoto--
20:52:28Watusimoto-- And two more
20:52:28Watusimoto--
20:52:28Watusimoto-- function subscribe(event)
20:52:28Watusimoto-- subscribe_levelgen(levelgen, event)
20:52:31Watusimoto-- end
20:52:33Watusimoto-- function unsubscribe(event)
20:52:35Watusimoto-- unsubscribe_levelgen(levelgen, event)
20:52:37raptorshouldn't we guarantee that bitfighter never crashes because of Lua?
20:52:37Watusimoto-- end
20:52:39Watusimotoall commented out
20:52:44Watusimotoyes
20:52:55bobdaduckalso
20:52:58WatusimotoI missed the beginning of the conversation... did this cause bf to crash?
20:53:21WatusimotoI think the last thing Idid before vacation was to remove that commented out code because I wanted to get rid of it
20:53:42raptorsam686 had to comment something else out because it caused a stack overflow
20:54:09raptorbobdaduck has some strong feelings about the weapons and such for 018... :)
20:54:12Watusimotomy way of getting rid of the levelgen: portion of levelgen:sbuscribe() was to remap subscribe to subscribe_levelgen() that knew that it was the levelgen doing the subscribing
20:54:46WatusimotoI tried to do that in C++ and remove the line from the lua code
20:55:25Watusimotobobdaduck has never been shy with his opinions :-)
20:56:04Watusimotoah, in robot_helper_functions, we have this:
20:56:05Watusimotofunction subscribe(event)
20:56:06Watusimoto subscribe_bot(bot, event)
20:56:06Watusimotoend
20:56:06Watusimotofunction unsubscribe(event)
20:56:06Watusimoto unsubscribe_bot(bot, event)
20:56:07Watusimotoend
20:56:43Watusimotoso maybe those two lines need to be uncommented
20:56:55Watusimotothough things may just be broken :-(
20:57:24sam686want to make your turrets not do damage to you? like it does when your team ship's bullets can't hurt you
20:57:24raptoryeah - i'm thinking i'll just leave Lua alone for now...
20:57:53raptoroh yeah - bobdaduck thinks pre-placed turrets in levels on your team shouldn't be destroyable by you
20:58:11Watusimotono, probably uncommenting won't work
20:58:40Watusimotoif you want, you can add it as a bug to the running bug list
20:58:46raptorbrb - have to play 'the car game' with my 3 year old
21:00:29Watusimotoaha!
21:00:50Watusimotoin luaScriptRunner, we have this:
21:00:51Watusimoto METHOD(CLASS, subscribe, ARRAYDEF({{ ROBOT, EVENT, END }, { LEVELGEN, EVENT, END }}), 2 ) \
21:00:51Watusimoto METHOD(CLASS, unsubscribe, ARRAYDEF({{ ROBOT, EVENT, END }, { LEVELGEN, EVENT, END }}), 2 ) \
21:00:59Watusimotobut no equivalent for levelgens
21:01:11Watusimotooh wait, forget that... it's right there
21:02:31WatusimotoI'll bet levelgen:subscribe(event) will fix the problem for the moment
21:02:38raptorit failed
21:02:45Watusimotocar game failed?
21:02:55raptorlevelgen:subscribe
21:03:04Watusimotophooey
21:03:08bobdaduckthere shouldn't be any music in the lobby screen, and someone /really/ needs to add _k's music into the release as well, for varieties sake.
21:03:11Watusimotowell, add it to the list, and I'll fix it
21:03:37Watusimotolua is making me crazy
21:03:51bobdaducklol
21:04:12bobdaduckwhere's the list?
21:04:23bobdaduckis it still on sourceforge?
21:04:31raptor!bug
21:04:31BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
21:04:34raptorthe runnign list
21:04:40raptorfeel free to add stuff
21:05:12bobdaduckwhat's this bflogbot? Just says certain things whenever a keyword comes up?
21:05:32raptor!bbb
21:05:32BFLogBotBig Bitfighter Battle!
21:06:13bobdaducklol
21:06:18bobdaduckokey
21:06:55bobdaduckwould music changes be classified as "things that really should get done"?
21:07:44sam686Ok, got the vote option about "should team be able to kill their own turrets / forcefields"? available, http://bitfighter.org/forums/viewtopic.php?t=1573
21:08:11sam686I am not sure how most players want it, as I put up a vote..
21:09:05bobdaduckI voted for not being able to destroy self engineered objects, for the sake of forcing people to engineer mildly intelligently.
21:12:22Watusimotothis debate has been going on since the birth of bf
21:12:59raptordebate? I just code what i'm told...
21:13:28sam686but I wasn't sure what the results are, there wasn't any votes on such debate in history..
21:13:51sam686or I don't know what the results was, if there was one..
21:14:25bobdaduckI think I'm the only vocal member about it.
21:14:39bobdaduckI can't imagine anyone liking it, but I think they tolerate it.
21:18:59raptorWatusimoto: did you see my latest commit in how to fix one of the crashes on Mac?
21:19:06raptortalk about bonkers
21:19:21Watusimotono
21:19:25Watusimotoyou fixed it/
21:19:26Watusimoto?
21:19:32raptorthere were two crashes
21:19:36Watusimotothe lua crash you posted yesterday?
21:19:39raptorboth Lua related
21:19:46raptorno, it was the one i didn't post
21:20:09raptoranyways this was the fix: https://code.google.com/p/bitfighter/source/detail?r=c7a1c9561ec32bfc6f8313826fb81352e1c6f998
21:20:39raptorwith sam's clarification: https://code.google.com/p/bitfighter/source/detail?r=bde18576ca089f7c854383f05bd07315b6390d5f
21:21:05Watusimotowhat???
21:21:10raptorheh
21:21:14Watusimotodid you change 0 to NULL or NULL to 0?
21:21:18raptor0 to NULL
21:21:25Watusimotowtf??
21:21:31Watusimotohow did you find that?
21:22:01raptorwell after spending an hour on thinking it was a problem with stringstreams - i just had this stupid hunch
21:22:11WatusimotoI don't think I ever would have identified that...
21:22:19raptorsam686 did too
21:22:52raptorthat maybe the terminator was wrong somehow (because the crash was failing in the while loop at LuaScripRunner.cpp:864
21:22:55raptor)
21:23:35raptorbasically, the 64bit mac compiler interpreted 0 as a 64bit zero, when va_list needed an 8bit 0
21:23:35sam686I will be back in about 15 minutes, eating a quick food
21:24:04raptorso changing to NULL (on Mac) made the compiler realize it was an 8bit zero
21:24:25Watusimotowow
21:24:33raptorbut then sam686 figured it could still crash on other systems, so he added the cast (char*)NULL
21:24:39raptorto be absolutely sure
21:26:19WatusimotoI was going to say that add_enum_to_lua looks compleetly alien to me
21:26:30Watusimotoand then I scrolled up and realized I didn;t write it
21:27:20Watusimotoand now I realize I have no recollection of why I added that
21:27:38Watusimotooh, grouping of enums
21:27:40raptoryes... i was wondering the same thing... it is used only once
21:28:02Watusimotoah, so Weapons.phaser Weapons.triple, etc.
21:28:05Watusimotofor our enums
21:28:22Watusimotorather than just phaser, triple, etc. in the global namespace as they are now
21:28:42Watusimotoaren't you supposed to be playing with your son?
21:29:48WatusimotoI think I just tried it with Weapons and hadn't yet expanded it to all our enums
21:29:49raptorhe ran off to play in the pizza dough my wife is making
21:30:06WatusimotoI now recall a conversation about this; maybe I did this as a pilot
21:30:16Watusimototrying to corral all our enum values a little
21:31:05Watusimotoah I see
21:31:07Watusimoto // Weapon enums -- push all, using enum name as the Lua name
21:31:07Watusimoto# define WEAPON_ITEM(value, b, c, d, e, f, g, h, i, j, k, l) lua_pushinteger(L, value); \
21:31:07Watusimoto lua_setglobal (L, #value);
21:31:07Watusimoto WEAPON_ITEM_TABLE
21:31:07Watusimoto# undef WEAPON_ITEM
21:31:09Watusimoto add_enum_to_lua( L, "Weapons",
21:31:10raptorif i was on the receiving end of that conversation, i was probably half-asleep
21:31:11Watusimoto# define WEAPON_ITEM(value, b, luaEnumName, d, e, f, g, h, i, j, k, l) luaEnumName, value,
21:31:13Watusimoto WEAPON_ITEM_TABLE
21:31:15Watusimoto# undef WEAPON_ITEM
21:31:17Watusimoto 0);
21:31:18sam686any functions that have (...) may have the problem with any type could be inputted and any type could be incorrectly used, almost like a reinterpret_cast
21:31:22WatusimotoI add them twice
21:31:24Watusimotoonce to the global namespace, once to the Weapons.xxx structure
21:31:27Watusimotoso it was definitely a pilot
21:32:04Watusimotoyes, sam, you are right
21:32:35sam686almost like printf("%s", 3); can crash, even though the compiler don't catch it as an error..
21:33:12sam686note, recent GCC might be able to warn of that problem, but not visual c++, that i know of..
21:33:45Watusimotoor like string s = "hi"; printf(%s, s) compiles and runs and prints garbage and is impossible to debug because it looks correct
21:33:50LordDVG Quit (Quit: Leaving)
21:34:16raptorand mac... do i have to be the mac developer?
21:34:29Watusimotono
21:34:34Watusimotowe could drop the platform
21:34:47sam686yes, that too, applies to any function that can imput any number of arguments (and any type), function containing (...) as an argument
21:35:07Watusimotosorry raptor, I know you hate doing it
21:35:19raptor:)
21:35:23Watusimoto:(
21:35:31sam686little_apple, Blackbird, Zoomber, and maybe other players use mac...
21:35:37raptorit's the contrast between debugging on it and my Linux system
21:36:19Watusimotodo you guys generally agree that putting our lua enums in a namespace is better than the current way of not doing so?
21:36:21sam686or we could use Java, have little or no effort to make it run on mac and linux (any arch including PPC, MIPS) and windows.
21:36:25WatusimotoWeapons.phaser vs. phaser
21:36:32raptori don't mind namespaces
21:36:40raptormay help the mental organization
21:37:18Watusimotoit will break existing code
21:37:39raptoryes, but that isn't really a change in code state, is it? :)
21:37:44sam686namespace might be good to reduce conflicts with existing variables
21:38:00Watusimotoanother change I am contemplating that will break code:
21:38:10sam686but not sure about compatibility.. though s_bot don't use any weapons other then the default, phaser
21:38:18raptorBREAK IT
21:38:20Watusimotowe haev a bunch of methods like getLoc() and sucn that were named to avoid internal conflicts with existing methods like getPos
21:38:32Watusimotoor getTeamIndx instead of getTeamIndex
21:39:17sam686most levelgen don't use nothing except random and addLevelLine..
21:39:18Watusimotonow with using luaW, I think we can avoid conflicts other ways, so we could rename some functions to be, perhaps, better
21:39:28Watusimotolevelgens will be fine
21:39:34Watusimotobots will break
21:39:39Watusimotowell, bot will break :-)
21:39:50Watusimotosince s_bot is really still the king of all bots
21:40:17raptori've already updated all the bots once...
21:40:18Watusimotoif we wanted to rename, we could keep old names for a version or two and print deprecation warnings
21:40:25raptorBREAK IT ALL
21:41:09WatusimotoI'm still working on DOCUMENT IT ALL
21:41:30raptorwe're a small enough project that we can make huge sweeping changes without much backlash...
21:42:24sam686there aren't barely any good robots to break...
21:43:04raptorRepairBot wasn't too bad... it even made it into a level design contest!
21:44:22sam686orbitbot only circles, clone bot only clones moves, eliza only chat, my mine bot only place mines witn no movement, timer.bot only measuers milliseconds, a few other robots i don't even think they work anymore on 017 / 016..
21:45:32sam686quickbotv2 was good for CTF only, but mostly s_bot replaced it for any gametype... except a small problem on non-picking up Soccer
21:51:13raptorWatusimoto: i wonder if we can poach players from xpilot?
21:51:29Watusimotohow would we do that?
21:51:39raptorAlthough, there are like 30 servers up and no players, sounds just like Bitfighter!
21:51:58raptori have no attack plan, just pondering out loud
21:52:19raptormaybe we can poach code...
21:52:56raptoransi C
21:52:58raptorhmmm
21:53:14Watusimotoha
21:53:24Watusimotowe don't want that code
21:53:42Watusimotoideas yes, players (if there are any) yes, code.... ew.
21:53:57Watusimotoand don't poach textured walls!
21:54:04raptorhaha
21:54:09WatusimotoI can no longer believe I propsed that
21:54:57raptorour editor looks like it has the awesomest graphics in the world when comparing them
21:55:24Watusimotoour editor isn;t bad
21:56:36raptorheh - they just barely removed Windows CE support from SDL 2
21:57:29Watusimotobarely removed?
21:57:44raptoryes, this morning
21:58:01raptori remember seeing something that ran WinCE back in the 90s
21:59:12Watusimotoah, as in recently removed
21:59:51raptormy colloquialisms have confused another
21:59:59sam686maybe I think it might be because winCE is outdated, and no
22:00:17sam686and too little or no projects use SDL on winCE i think
22:01:20WatusimotoI was going to propose porting bf to winCE, but maybe it's too late
22:02:02sam686android and iphone are both way more popular then winCE or even "windows Phone"
22:03:24sam686http://en.wikipedia.org/wiki/Windows_Mobile#Market_share - Have fun with declining Market Share of Windows Phone...
22:04:25raptorhaha
22:05:00sam686http://www.bgr.com/2011/12/13/apple-and-google-dominate-smartphone-space-while-other-vendors-scramble/
22:05:33sam686looks like Android is becoming more popular then iOS (apple iPhone, iPad, and maybe others)
22:06:02raptorI HATE IOS
22:06:34sam686I am pretty sure raptor likes Android, cause it is based on linux..
22:07:50raptori keep debating with myself if i should buckle down and learn Obj-C
22:08:02raptorbut that platform makes me so angry...
22:08:05Watusimotohe likes it because it's based on java
22:08:27Watusimotoand java is just awesome
22:08:31raptorsadly, i find it more familiar because I'm a java coder, yes
22:08:35Watusimotoam i right?
22:08:40raptorright
22:08:50raptorwell, not about the awesome part
22:09:02raptorbut that android is based on it, and i can handle that better, yes
22:14:31raptorWatusimoto: have you been keeping track of new features/bug for 018 anywhere? If not, i've started to
22:14:59Watusimotoyou mean other than google and other than our running bug list?
22:15:09Watusimotoand other than the two bits of paper I have somewhere?
22:15:18raptori mean the lists we add to main.cpp
22:15:27Watusimotooh...
22:15:28Watusimotono
22:15:57raptoranyways, i found this neat collaborative site: http://beta.etherpad.org/p/018_new_stuff
22:20:14Watusimoto Quit (Read error: Connection reset by peer)
22:21:32Watusimoto has joined
22:23:32Watusimotois that better than our wiki?
22:23:39bobdaduck Quit (Ping timeout: 245 seconds)
22:23:42Watusimotoeasier, perhaps
22:23:51Watusimotountil someone wipes it out
22:25:23raptoryeah, it's temporary
22:26:00raptorno history
22:26:15raptoroh no wait - there is history
22:29:01raptorwow Watusimoto, i think you've pretty much spent all your 018 dev time in Lua land
22:30:07Watusimotosadly
22:31:22Watusimotomaybe we could use that instead of our wiki based bug list?
22:31:38raptorhmmm
22:31:44raptoryou mean set up the server-side software?
22:31:47raptoron bitfighter.org?
22:32:01raptorthat might be a good idea...
22:37:25WatusimotoI was thinking of just using the version you linked to
22:37:25sam686This is the html output http://sam686.maxhushahn.com/018_new_stuff.php
22:37:35Watusimotocreate a doc there and start using it
22:37:51raptoroh
22:37:55Watusimotonot great html, but we could work with it -- or format it ourselves
22:38:08Watusimotowe could also use google docs or anything else
22:38:28raptori'm just being consistent with the format already started in main.cpp
22:45:32Watusimotoone good thing about doing this documentation is that I've identified numerous missing items
22:45:40raptoroh good
22:45:52Watusimotoor not, as I need to implement them
22:46:30Watusimotobut looking at one of my todo lists, there are some -luadoc items, that I think I can just cross off!
22:47:00raptoryay
22:47:53Watusimotoat some point I'm going to ask you guys to review the docs
22:48:32raptorthey look great!
22:48:59raptor(I'm practicing for my next QA job..)
22:53:52raptordinner!
22:57:16BFLogBot - Commit 5e3de8aa503c | Author: watusim...@bitfighter.org | Log: Impvoved Lua documentation
22:57:17BFLogBot - Commit c3a53961319d | Author: watusim...@bitfighter.org | Log: Merge
23:24:35raptorso ALT is *still* stuck down when alt + tab away on windows? bobdaduck says it is
23:24:56Watusimotoit is
23:25:01raptorWHAT
23:25:45sam686its now not only alt, it goes for holding down any buttons when clicking away from SDL2 window
23:26:15raptoryes, but that part was always part of bitfighter, wasn't it?
23:26:16sam686happens on windows, not sure about linux / mac
23:26:42raptorlike hold down shoot, alt+tab away, ship still shoots
23:26:55sam686SDL 1.x i think didn't do that on any held down buttons on windows..
23:26:58Watusimotoyes, but that is different
23:27:17Watusimotoif you alt-tab away, bf never hears the release event
23:27:19Watusimotothis is fine
23:27:51Watusimotobut when you press alt-enter, it should only matter if alt is acutally down, not if it was pressed at some time earlier
23:27:54Watusimotoif that makes sense
23:27:57bobdaduck has joined
23:28:03Watusimotowe need to examine the actual state of the alt key
23:28:09raptorle sigh
23:28:16bobdaduckLE SIGH
23:28:18bobdaduckOHNOES
23:28:23raptorbrb
23:28:30bobdaduckHi again.
23:28:30raptor Quit ()
23:32:01raptor has joined
23:32:02ChanServ sets mode +o raptor
23:32:15raptorhi
23:32:29bobdaducksup.
23:32:38raptormmmm supper was good, thanks
23:36:22raptorwow, so many of my commits are something like 'Fix compiling...'
23:38:06raptoroh yeah - i added bot balancing
23:38:10raptorforgot about that...
23:40:29bobdaduckI'm about to see
23:40:33bobdaduckwhat version of bitfighter
23:40:40bobdaduckwas the last that I messed around in the source on.
23:41:21raptorWatusimoto: what BBB badges should we have? gold/silver/bronze/participation? or just gold/participation?
23:41:33bobdaduckgold/silver/bronze would be nice.
23:41:35Watusimotowell, we have one clear winner
23:41:48raptoryes, and it's always sam686... :)
23:42:00Watusimotoand then it seemed to be a cluster of unclear 2nd and 3rders
23:42:26Watusimotowinners list is in the forums, right?
23:42:32raptorthis last one we had 1 2nd and 2 3rds
23:42:50raptorhttp://bitfighter.org/forums/viewtopic.php?f=20&t=1567&p=15794#p15762
23:43:25raptordid i tell you, i found out that SMITE was CleverBot
23:43:35Watusimotoha, no
23:43:40Watusimotoforums search stinks
23:43:41sam686all nine BBB results are in the forum, showing the wins..
23:43:41bobdaducklolwut?
23:43:53raptori gave you the link no? ^^
23:43:58raptor clicks
23:44:01Watusimotoyes
23:44:10WatusimotoI was searching when you sent it
23:44:15Watusimotoanyway
23:44:18raptorok, it worked
23:44:23sam686thats BBB9, there is other BBB in different topic of BBB results
23:44:31Watusimoto24, 14, 13
23:44:35Watusimotoare the results
23:44:45Watusimotoin this case
23:44:45bobdaduckHow'd you find out Smite was cleverbot?
23:44:53raptori think our bbb special code should have a handicapp for sam686
23:44:59Watusimotofollowed by 11, 10, and so on down the list
23:45:12raptorbobdaduck: compared all the IP logs on the master server :)
23:45:20Watusimotoha
23:45:30WatusimotoI guess I don't feel strongly
23:45:32sam686like what? me doing only half the damage to everyone handicap? half energy capacity?
23:45:46Watusimotogold, silver, bronze would be ok
23:45:58Watusimotowe could add simulated lag to sam's connection
23:45:58raptora random timer that would render sam686 stationary for 1 sec
23:46:10bobdaduckrofl
23:46:19Watusimotoadd a bot that targeted only him
23:46:30raptori wrote that one!
23:46:55raptorTerrorBot (aka SentinelBot)
23:47:05bobdaducklol
23:47:10Watusimotokill_s_bot
23:47:11raptorhttp://bitfighter.org/forums/viewtopic.php?f=12&t=1455
23:47:55Watusimotodone!
23:48:01raptor?
23:48:14bobdaduckis everyone allowed to compare IP logs from master?
23:48:15raptorthe doc project?
23:48:29raptorbobdaduck, no, just me :) and
23:48:30Watusimotokill s bot is done
23:48:38Watusimotodocs are faaaaaar from done
23:48:41raptor waves his hand...
23:48:49raptoryou don't know that it can be done....
23:49:01bobdaducklol
23:49:01Watusimototrying to figure out how to docuemtn enums
23:49:09Watusimotoand our custom data types such as Point
23:49:21Watusimotowhich don't really belong to a class
23:49:23Watusimotoetc.
23:49:33raptorstructs?
23:49:45raptori thought they are classes..
23:50:35raptori forgot i made new badges...
23:50:44sam686only the limited people could view the master log which stores IP address (raptor, watusimot, and me), server (could be your hosting server) logs IP addresses too bot only the players connect to server...
23:50:50bobdaduckcan we add player profile capabilities?
23:51:11bobdaduckbadges methinks will quickly fall off the score sheet.
23:51:29bobdaduckbut a lookup/profile screen would be cool.
23:51:30raptor Quit ()
23:51:45raptor has joined
23:51:46ChanServ sets mode +o raptor
23:51:56raptorbobdaduck: like what? kaen wrote some stats: http://www.bitfighter.org/stats/stats.php
23:52:05bobdaduckyeah.
23:52:09bobdaduckmake those viewable in-game.
23:52:25raptoroh
23:52:31raptorhmmm
23:52:45raptor mind goes blank
23:52:53sam686might be difficult, besides all computers that can run bitfighter also have a web browser..
23:53:22raptorohyeah, the zonecontroller badge
23:53:36bobdaduckbut its seperate from the game.
23:53:45bobdaduckA miscellanious thing that one can check.
23:53:49raptoryes
23:53:51bobdaduckIf its in game, its integral.
23:54:02raptorwe could make it an offshoot of the high scores menu somehow
23:54:15bobdaduckAlso badges.
23:54:24bobdaduckIf we had a profile screen we could fix overflow.
23:55:19raptoryou mean in the scoreboard?
23:56:28bobdaduckyeah.
23:56:45sam686as in, choosing any one or 2 of all your ten badges you earned to display?
23:56:54bobdaduckLike, three badges is almost too much for the tab screen to handle already.
23:56:57bobdaduckyeah, as in choosing.
23:57:38bobdaduckand if it displayed fun stats like kaen's does, that'd be nice too.

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